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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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Little preview of the seafloor grass/rocks etc. setup.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#2 |
Planesman
![]() Join Date: May 2005
Location: Germany
Posts: 190
Downloads: 33
Uploads: 0
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Amazing!
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#3 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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It needs some tweaking, just wanted to see how procedural foialge and auto landscape (Based on terrain angles) would perform with the ocean in its current state.
Not well. Luckilly it can be VERY optomized and is only needed in port towns, so ports may run a little slower on older computers but open ocean im still aiming for super high FPS.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#4 |
Bilge Rat
![]() Join Date: May 2012
Location: Sweden
Posts: 1
Downloads: 50
Uploads: 0
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Had to type and let you know that i've been following your updates with great interest mate. It looks like it's coming along nicely and i see great potential in it. Hope you can keep the motivation up. Good luck!
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#5 | |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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![]() Quote:
Got a procedural seafloor setup coded up that uses the FastNoise library to generate chunks of seafloor around the currently active ship. Should help with performance as well as marking a HUGE checkmark on the "stuff thats gonna be hard to do checklist"
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 06-10-16 at 10:11 PM. |
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